reporust_rebootcancel

137,752 Commits over 4,352 Days - 1.32cph!

Today
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
Today
restore
Today
merge from main
Updated server side ragdoll bone pos data
Apartment complex b file cleanup
Today
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
Today
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Today
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Today
updated faberge egg H - added full rig - animated excavator
Today
Port tiger, panther, croc and naval scientists Will need thorough testing
Today
Add todo comments
Today
Remove GetCornersNonAlloc helpers and intermediate buffers
Today
fix dot product water direction to be absolute, in case wheel is rotated the other way
Today
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
Today
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Today
Lots of small improvements to make the multi-unlock process more robust Handle closing the techtree or switching tabs during unlock Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes
Today
easter floorpaper update, added wip wallpaper, temp IDs/icons, engine file
Today
mortar bipod fix - separated geo from the bipod tube so it can rotate - quick fix looks decent enough
Apartment complex b more damage progress
Today
Implemented deploy, mounting and movement sounds for the water wheel
Today
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Today
Arctic hazmat skin pass
Today
Added statistical analysis for mesh sizes to Indirect Instancing Tools
Today
Enable Read/Write for 2752 meshes below 128 KB
Today
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Today
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
Yesterday
Fix incorrect material in jacket (male and female)
Yesterday
Kitchen kit meshes and prefab update. Added WIP materials.
Yesterday
Merge from main
Yesterday
collision fix for mounting on not open side, fix for oceans not rocking wheel back and forth
Yesterday
Merge from turret_paintball_fixes
Yesterday
Code review fixes
Yesterday
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
Yesterday
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids
Yesterday
Merge from main
Yesterday
Scene stuff for Hannah
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
edited RHIB ik steering wheel hand positions in its prefab
Yesterday
Fixed knights armour model bug
Yesterday
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
Yesterday
Updated the Rust.RenderPipeline package to include the new volume component changes
Yesterday
exported 3p raft paddle idle anims
Yesterday
fix wheel spinning properly in rivers
Yesterday
Merge: from defer_tick_analytics - Optim: start analytics tasks earlier to avoid blocking main thread Tests: Jobs3 on craggy in editor
Yesterday
Update: bring back pooling for ApplyChangesParallel_AsyncState Theorising it'll be safer for hot-reload/manual domain reload flow Tests: craggy with jobs 3
Yesterday
fix NRE equipping tank top
Yesterday
Updated the Rust.RenderPipeline package and fixed compatibility issues
Yesterday
Update: skip creating analytics task if analytics is disabled Tests: none, trivial change
Yesterday
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread It will overlap with server occlusion, which sohuld give it extra time to finish. Tests: none, trivial change
Yesterday
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.